3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
\r
5 This program is free software; you can redistribute it and/or modify
\r
6 it under the terms of the GNU General Public License as published by
\r
7 the Free Software Foundation; either version 2 of the License, or
\r
8 (at your option) any later version.
\r
10 This program is distributed in the hope that it will be useful,
\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
\r
13 GNU General Public License for more details.
\r
15 You should have received a copy of the GNU General Public License along
\r
16 with this program; if not, write to the Free Software Foundation, Inc.,
\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
\r
21 =============================== NOTES ==============================
\r
22 NOTE: Things starting with TODO are sometimes only suggestions.
\r
24 NOTE: iostream.imbue(std::locale("C")) is very slow
\r
25 NOTE: Global locale is now set at initialization
\r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
\r
28 hardware buffer (it is not freed automatically)
\r
30 Old, wild and random suggestions that probably won't be done:
\r
31 -------------------------------------------------------------
\r
33 SUGG: If player is on ground, mainly fetch ground-level blocks
\r
35 SUGG: Expose Connection's seqnums and ACKs to server and client.
\r
36 - This enables saving many packets and making a faster connection
\r
37 - This also enables server to check if client has received the
\r
38 most recent block sent, for example.
\r
39 SUGG: Add a sane bandwidth throttling system to Connection
\r
41 SUGG: More fine-grained control of client's dumping of blocks from
\r
43 - ...What does this mean in the first place?
\r
45 SUGG: A map editing mode (similar to dedicated server mode)
\r
47 SUGG: Transfer more blocks in a single packet
\r
48 SUGG: A blockdata combiner class, to which blocks are added and at
\r
49 destruction it sends all the stuff in as few packets as possible.
\r
50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
\r
51 it by sending more stuff in a single packet.
\r
52 - Add a packet queue to RemoteClient, from which packets will be
\r
53 combined with object data packets
\r
54 - This is not exactly trivial: the object data packets are
\r
55 sometimes very big by themselves
\r
56 - This might not give much network performance gain though.
\r
58 SUGG: Precalculate lighting translation table at runtime (at startup)
\r
59 - This is not doable because it is currently hand-made and not
\r
60 based on some mathematical function.
\r
61 - Note: This has been changing lately
\r
63 SUGG: A version number to blocks, which increments when the block is
\r
64 modified (node add/remove, water update, lighting update)
\r
65 - This can then be used to make sure the most recent version of
\r
66 a block has been sent to client, for example
\r
68 SUGG: Make the amount of blocks sending to client and the total
\r
69 amount of blocks dynamically limited. Transferring blocks is the
\r
70 main network eater of this system, so it is the one that has
\r
71 to be throttled so that RTTs stay low.
\r
73 SUGG: Meshes of blocks could be split into 6 meshes facing into
\r
74 different directions and then only those drawn that need to be
\r
76 SUGG: Calculate lighting per vertex to get a lighting effect like in
\r
79 SUGG: Background music based on cellular automata?
\r
80 http://www.earslap.com/projectslab/otomata
\r
82 SUGG: Simple light color information to air
\r
84 SUGG: Server-side objects could be moved based on nodes to enable very
\r
85 lightweight operation and simple AI
\r
86 - Not practical; client would still need to show smooth movement.
\r
88 SUGG: Make a system for pregenerating quick information for mapblocks, so
\r
89 that the client can show them as cubes before they are actually sent
\r
92 SUGG: Erosion simulation at map generation time
\r
93 - Simulate water flows, which would carve out dirt fast and
\r
94 then turn stone into gravel and sand and relocate it.
\r
95 - How about relocating minerals, too? Coal and gold in
\r
96 downstream sand and gravel would be kind of cool
\r
97 - This would need a better way of handling minerals, mainly
\r
98 to have mineral content as a separate field. the first
\r
99 parameter field is free for this.
\r
100 - Simulate rock falling from cliffs when water has removed
\r
101 enough solid rock from the bottom
\r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress
\r
107 - The player could go faster by a crafting a boat, or riding an animal
\r
108 - Random NPC traders. what else?
\r
113 - When furnace is destroyed, move items to player's inventory
\r
114 - Add lots of stuff
\r
116 - Growing grass, decaying leaves
\r
117 - This can be done in the active blocks I guess.
\r
118 - Lots of stuff can be done in the active blocks.
\r
119 - Uh, is there an active block list somewhere? I think not. Add it.
\r
120 - Breaking weak structures
\r
121 - This can probably be accomplished in the same way as grass
\r
122 - Player health points
\r
123 - When player dies, throw items on map (needs better item-on-map
\r
125 - Cobble to get mossy if near water
\r
126 - More slots in furnace source list, so that multiple ingredients
\r
130 - The Treasure Guard; a big monster with a hammer
\r
131 - The hammer does great damage, shakes the ground and removes a block
\r
132 - You can drop on top of it, and have some time to attack there
\r
133 before he shakes you off
\r
135 - Maybe the difficulty could come from monsters getting tougher in
\r
136 far-away places, and the player starting to need something from
\r
137 there when time goes by.
\r
138 - The player would have some of that stuff at the beginning, and
\r
139 would need new supplies of it when it runs out
\r
142 - A spread-items-on-map routine for the bomb, and for dying players
\r
145 - Proper sword swing simulation
\r
146 - Player should get damage from colliding to a wall at high speed
\r
151 Build system / running:
\r
152 -----------------------
\r
154 Networking and serialization:
\r
155 -----------------------------
\r
157 SUGG: Fix address to be ipv6 compatible
\r
165 SUGG: Combine MapBlock's face caches to so big pieces that VBO
\r
167 - That is >500 vertices
\r
168 - This is not easy; all the MapBlocks close to the player would
\r
169 still need to be drawn separately and combining the blocks
\r
170 would have to happen in a background thread
\r
172 SUGG: Make fetching sector's blocks more efficient when rendering
\r
173 sectors that have very large amounts of blocks (on client)
\r
174 - Is this necessary at all?
\r
176 TODO: Flowing water animation
\r
178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
\r
179 animating them is easier.
\r
181 SUGG: Option for enabling proper alpha channel for textures
\r
182 TODO: A setting for enabling bilinear filtering for textures
\r
184 TODO: Better control of draw_control.wanted_max_blocks
\r
186 TODO: Further investigate the use of GPU lighting in addition to the
\r
195 TODO: Untie client network operations from framerate
\r
196 - Needs some input queues or something
\r
197 - This won't give much performance boost because calculating block
\r
198 meshes takes so long
\r
200 SUGG: Make morning and evening transition more smooth and maybe shorter
\r
202 TODO: Don't update all meshes always on single node changes, but
\r
203 check which ones should be updated
\r
204 - implement Map::updateNodeMeshes() and the usage of it
\r
205 - It will give almost always a 4x boost in mesh update performance.
\r
209 - Tool/weapon visualization
\r
211 FIXME: When disconnected to the menu, memory is not freed properly
\r
213 TODO: Investigate how much the mesh generator thread gets used when
\r
214 transferring map data
\r
219 SUGG: Make an option to the server to disable building and digging near
\r
220 the starting position
\r
222 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
\r
224 * Fix the problem with the server constantly saving one or a few
\r
225 blocks? List the first saved block, maybe it explains.
\r
226 - It is probably caused by oscillating water
\r
227 * Make a small history check to transformLiquids to detect and log
\r
228 continuous oscillations, in such detail that they can be fixed.
\r
230 FIXME: The new optimized map sending doesn't sometimes send enough blocks
\r
231 from big caves and such
\r
232 FIXME: Block send distance configuration does not take effect for some reason
\r
234 TODO: Map saving should be done by EmergeThread
\r
236 SUGG: Map unloading based on sector reference is not very good, it keeps
\r
237 unnecessary stuff in memory. I guess. Investigate this.
\r
239 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set
\r
240 the direction accordingly.
\r
245 TODO: A list of "active blocks" in which stuff happens. (+=done)
\r
246 + Add a never-resetted game timer to the server
\r
247 + Add a timestamp value to blocks
\r
248 + The simple rule: All blocks near some player are "active"
\r
249 - Do stuff in real time in active blocks
\r
251 TODO: Make proper hooks in here
\r
252 - Grow grass, delete leaves without a tree
\r
253 - Spawn some mobs based on some rules
\r
254 - Transform cobble to mossy cobble near water
\r
255 - Run a custom script
\r
256 - ...And all kinds of other dynamic stuff
\r
257 + Keep track of when a block becomes active and becomes inactive
\r
258 + When a block goes inactive:
\r
259 + Store objects statically to block
\r
260 + Store timer value as the timestamp
\r
261 + When a block goes active:
\r
262 + Create active objects out of static objects
\r
263 TODO: Make proper hooks in here
\r
264 - Simulate the results of what would have happened if it would have
\r
265 been active for all the time
\r
266 - Grow a lot of grass and so on
\r
267 + Initially it is fine to send information about every active object
\r
268 to every player. Eventually it should be modified to only send info
\r
269 about the nearest ones.
\r
270 + This was left to be done by the old system and it sends only the
\r
276 TODO: Get rid of MapBlockObjects and use only ActiveObjects
\r
277 - Skipping the MapBlockObject data is nasty - there is no "total
\r
278 length" stored; have to make a SkipMBOs function which contains
\r
279 enough of the current code to skip them properly.
\r
281 SUGG: MovingObject::move and Player::move are basically the same.
\r
283 - NOTE: Player::move is more up-to-date.
\r
284 - NOTE: There is a simple move implementation now in collision.{h,cpp}
\r
285 - NOTE: MovingObject will be deleted (MapBlockObject)
\r
287 TODO: Add a long step function to objects that is called with the time
\r
288 difference when block activates
\r
293 TODO: Mineral and ground material properties
\r
294 - This way mineral ground toughness can be calculated with just
\r
295 some formula, as well as tool strengths
\r
296 - There are TODOs in appropriate files: material.h, content_mapnode.h
\r
298 TODO: Flowing water to actually contain flow direction information
\r
299 - There is a space for this - it just has to be implemented.
\r
301 SUGG: Try out the notch way of generating maps, that is, make bunches
\r
302 of low-res 3d noise and interpolate linearly.
\r
304 Mapgen v2 (the current one):
\r
305 * Possibly add some kind of erosion and other stuff
\r
306 * Better water generation (spread it to underwater caverns but don't
\r
307 fill dungeons that don't touch big water masses)
\r
308 * When generating a chunk and the neighboring chunk doesn't have mud
\r
309 and stuff yet and the ground is fairly flat, the mud will flow to
\r
310 the other chunk making nasty straight walls when the other chunk
\r
311 is generated. Fix it. Maybe just a special case if the ground is
\r
313 * Consider not updating this one and make a good mainly block-based
\r
316 SUGG: Make two "modified states", one that forces the block to be saved at
\r
317 the next save event, and one that makes the block to be saved at exit
\r
320 TODO: Add a not_fully_generated flag to MapBlock, which would be set for
\r
321 blocks that contain eg. trees from neighboring generations but haven't
\r
322 been generated itself. This is required for the future generator.
\r
326 - Make sure server handles removing grass when a block is placed (etc)
\r
327 - The client should not do it by itself
\r
328 - Block cube placement around player's head
\r
329 - Protocol version field
\r
330 - Consider getting some textures from cisoun's texture pack
\r
332 - Make sure the fence implementation and data format is good
\r
333 - Think about using same bits for material for fences and doors, for
\r
335 - Finish the ActiveBlockModifier stuff and use it for something
\r
336 - Move mineral to param2, increment map serialization version, add conversion
\r
338 Making it more portable:
\r
339 ------------------------
\r
341 Stuff to do before release:
\r
342 ---------------------------
\r
344 Fixes to the current release:
\r
345 -----------------------------
\r
347 Stuff to do after release:
\r
348 ---------------------------
\r
350 ======================================================================
\r
356 #pragma message ("Disabling unit tests")
\r
358 #warning "Disabling unit tests"
\r
360 // Disable unit tests
\r
361 #define ENABLE_TESTS 0
\r
363 // Enable unit tests
\r
364 #define ENABLE_TESTS 1
\r
368 #pragma comment(lib, "Irrlicht.lib")
\r
369 //#pragma comment(lib, "jthread.lib")
\r
370 #pragma comment(lib, "zlibwapi.lib")
\r
371 #pragma comment(lib, "Shell32.lib")
\r
372 // This would get rid of the console window
\r
373 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
\r
376 #include <iostream>
\r
378 //#include <jmutexautolock.h>
\r
379 #include <locale.h>
\r
381 #include "common_irrlicht.h"
\r
384 //#include "player.h"
\r
386 #include "server.h"
\r
387 //#include "client.h"
\r
388 #include "constants.h"
\r
389 #include "porting.h"
\r
390 #include "gettime.h"
\r
391 #include "guiMessageMenu.h"
\r
392 #include "filesys.h"
\r
393 #include "config.h"
\r
394 #include "guiMainMenu.h"
\r
395 #include "mineral.h"
\r
396 //#include "noise.h"
\r
397 //#include "tile.h"
\r
398 #include "materials.h"
\r
400 #include "keycode.h"
\r
402 // This makes textures
\r
403 ITextureSource *g_texturesource = NULL;
\r
407 These are loaded from the config file.
\r
410 Settings g_settings;
\r
411 // This is located in defaultsettings.cpp
\r
412 extern void set_default_settings();
\r
415 Profiler g_profiler;
\r
425 gui::IGUIEnvironment* guienv = NULL;
\r
426 gui::IGUIStaticText *guiroot = NULL;
\r
428 MainMenuManager g_menumgr;
\r
430 bool noMenuActive()
\r
432 return (g_menumgr.menuCount() == 0);
\r
435 // Passed to menus to allow disconnecting and exiting
\r
437 MainGameCallback *g_gamecallback = NULL;
\r
444 std::ostream *dout_con_ptr = &dummyout;
\r
445 std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
446 //std::ostream *dout_con_ptr = &dstream_no_stderr;
\r
447 //std::ostream *derr_con_ptr = &dstream_no_stderr;
\r
448 //std::ostream *dout_con_ptr = &dstream;
\r
449 //std::ostream *derr_con_ptr = &dstream;
\r
452 std::ostream *dout_server_ptr = &dstream;
\r
453 std::ostream *derr_server_ptr = &dstream;
\r
456 std::ostream *dout_client_ptr = &dstream;
\r
457 std::ostream *derr_client_ptr = &dstream;
\r
460 gettime.h implementation
\r
463 // A small helper class
\r
467 virtual u32 getTime() = 0;
\r
470 // A precise irrlicht one
\r
471 class IrrlichtTimeGetter: public TimeGetter
\r
474 IrrlichtTimeGetter(IrrlichtDevice *device):
\r
479 if(m_device == NULL)
\r
481 return m_device->getTimer()->getRealTime();
\r
484 IrrlichtDevice *m_device;
\r
486 // Not so precise one which works without irrlicht
\r
487 class SimpleTimeGetter: public TimeGetter
\r
492 return porting::getTimeMs();
\r
496 // A pointer to a global instance of the time getter
\r
498 TimeGetter *g_timegetter = NULL;
\r
502 if(g_timegetter == NULL)
\r
504 return g_timegetter->getTime();
\r
508 Event handler for Irrlicht
\r
510 NOTE: Everything possible should be moved out from here,
\r
511 probably to InputHandler and the_game
\r
514 class MyEventReceiver : public IEventReceiver
\r
517 // This is the one method that we have to implement
\r
518 virtual bool OnEvent(const SEvent& event)
\r
521 React to nothing here if a menu is active
\r
523 if(noMenuActive() == false)
\r
528 // Remember whether each key is down or up
\r
529 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
\r
531 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
\r
533 if(event.KeyInput.PressedDown)
\r
534 keyWasDown[event.KeyInput.Key] = true;
\r
537 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
\r
539 if(noMenuActive() == false)
\r
541 left_active = false;
\r
542 middle_active = false;
\r
543 right_active = false;
\r
547 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
\r
548 left_active = event.MouseInput.isLeftPressed();
\r
549 middle_active = event.MouseInput.isMiddlePressed();
\r
550 right_active = event.MouseInput.isRightPressed();
\r
552 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
\r
554 leftclicked = true;
\r
556 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
\r
558 rightclicked = true;
\r
560 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
\r
562 leftreleased = true;
\r
564 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
\r
566 rightreleased = true;
\r
568 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
\r
570 mouse_wheel += event.MouseInput.Wheel;
\r
578 bool IsKeyDown(EKEY_CODE keyCode) const
\r
580 return keyIsDown[keyCode];
\r
583 // Checks whether a key was down and resets the state
\r
584 bool WasKeyDown(EKEY_CODE keyCode)
\r
586 bool b = keyWasDown[keyCode];
\r
587 keyWasDown[keyCode] = false;
\r
591 s32 getMouseWheel()
\r
593 s32 a = mouse_wheel;
\r
600 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
\r
602 keyIsDown[i] = false;
\r
603 keyWasDown[i] = false;
\r
606 leftclicked = false;
\r
607 rightclicked = false;
\r
608 leftreleased = false;
\r
609 rightreleased = false;
\r
611 left_active = false;
\r
612 middle_active = false;
\r
613 right_active = false;
\r
626 bool rightreleased;
\r
629 bool middle_active;
\r
635 IrrlichtDevice *m_device;
\r
637 // The current state of keys
\r
638 bool keyIsDown[KEY_KEY_CODES_COUNT];
\r
639 // Whether a key has been pressed or not
\r
640 bool keyWasDown[KEY_KEY_CODES_COUNT];
\r
644 Separated input handler
\r
647 class RealInputHandler : public InputHandler
\r
650 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
\r
652 m_receiver(receiver)
\r
655 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
657 return m_receiver->IsKeyDown(keyCode);
\r
659 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
661 return m_receiver->WasKeyDown(keyCode);
\r
663 virtual v2s32 getMousePos()
\r
665 return m_device->getCursorControl()->getPosition();
\r
667 virtual void setMousePos(s32 x, s32 y)
\r
669 m_device->getCursorControl()->setPosition(x, y);
\r
672 virtual bool getLeftState()
\r
674 return m_receiver->left_active;
\r
676 virtual bool getRightState()
\r
678 return m_receiver->right_active;
\r
681 virtual bool getLeftClicked()
\r
683 return m_receiver->leftclicked;
\r
685 virtual bool getRightClicked()
\r
687 return m_receiver->rightclicked;
\r
689 virtual void resetLeftClicked()
\r
691 m_receiver->leftclicked = false;
\r
693 virtual void resetRightClicked()
\r
695 m_receiver->rightclicked = false;
\r
698 virtual bool getLeftReleased()
\r
700 return m_receiver->leftreleased;
\r
702 virtual bool getRightReleased()
\r
704 return m_receiver->rightreleased;
\r
706 virtual void resetLeftReleased()
\r
708 m_receiver->leftreleased = false;
\r
710 virtual void resetRightReleased()
\r
712 m_receiver->rightreleased = false;
\r
715 virtual s32 getMouseWheel()
\r
717 return m_receiver->getMouseWheel();
\r
722 m_receiver->clearInput();
\r
725 IrrlichtDevice *m_device;
\r
726 MyEventReceiver *m_receiver;
\r
729 class RandomInputHandler : public InputHandler
\r
732 RandomInputHandler()
\r
736 leftclicked = false;
\r
737 rightclicked = false;
\r
738 leftreleased = false;
\r
739 rightreleased = false;
\r
740 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
\r
741 keydown[i] = false;
\r
743 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
745 return keydown[keyCode];
\r
747 virtual bool wasKeyDown(EKEY_CODE keyCode)
\r
751 virtual v2s32 getMousePos()
\r
755 virtual void setMousePos(s32 x, s32 y)
\r
757 mousepos = v2s32(x,y);
\r
760 virtual bool getLeftState()
\r
764 virtual bool getRightState()
\r
769 virtual bool getLeftClicked()
\r
771 return leftclicked;
\r
773 virtual bool getRightClicked()
\r
775 return rightclicked;
\r
777 virtual void resetLeftClicked()
\r
779 leftclicked = false;
\r
781 virtual void resetRightClicked()
\r
783 rightclicked = false;
\r
786 virtual bool getLeftReleased()
\r
788 return leftreleased;
\r
790 virtual bool getRightReleased()
\r
792 return rightreleased;
\r
794 virtual void resetLeftReleased()
\r
796 leftreleased = false;
\r
798 virtual void resetRightReleased()
\r
800 rightreleased = false;
\r
803 virtual s32 getMouseWheel()
\r
808 virtual void step(float dtime)
\r
811 static float counter1 = 0;
\r
815 counter1 = 0.1*Rand(1, 40);
\r
816 keydown[getKeySetting("keymap_jump")] =
\r
817 !keydown[getKeySetting("keymap_jump")];
\r
821 static float counter1 = 0;
\r
825 counter1 = 0.1*Rand(1, 40);
\r
826 keydown[getKeySetting("keymap_special1")] =
\r
827 !keydown[getKeySetting("keymap_special1")];
\r
831 static float counter1 = 0;
\r
835 counter1 = 0.1*Rand(1, 40);
\r
836 keydown[getKeySetting("keymap_forward")] =
\r
837 !keydown[getKeySetting("keymap_forward")];
\r
841 static float counter1 = 0;
\r
845 counter1 = 0.1*Rand(1, 40);
\r
846 keydown[getKeySetting("keymap_left")] =
\r
847 !keydown[getKeySetting("keymap_left")];
\r
851 static float counter1 = 0;
\r
855 counter1 = 0.1*Rand(1, 20);
\r
856 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
\r
860 static float counter1 = 0;
\r
864 counter1 = 0.1*Rand(1, 30);
\r
865 leftdown = !leftdown;
\r
867 leftclicked = true;
\r
869 leftreleased = true;
\r
873 static float counter1 = 0;
\r
877 counter1 = 0.1*Rand(1, 15);
\r
878 rightdown = !rightdown;
\r
880 rightclicked = true;
\r
882 rightreleased = true;
\r
885 mousepos += mousespeed;
\r
888 s32 Rand(s32 min, s32 max)
\r
890 return (myrand()%(max-min+1))+min;
\r
893 bool keydown[KEY_KEY_CODES_COUNT];
\r
901 bool rightreleased;
\r
904 // These are defined global so that they're not optimized too much.
\r
905 // Can't change them to volatile.
\r
910 std::string tempstring;
\r
911 std::string tempstring2;
\r
916 dstream<<"The following test should take around 20ms."<<std::endl;
\r
917 TimeTaker timer("Testing std::string speed");
\r
918 const u32 jj = 10000;
\r
919 for(u32 j=0; j<jj; j++)
\r
924 for(u32 i=0; i<ii; i++){
\r
925 tempstring2 += "asd";
\r
927 for(u32 i=0; i<ii+1; i++){
\r
928 tempstring += "asd";
\r
929 if(tempstring == tempstring2)
\r
935 dstream<<"All of the following tests should take around 100ms each."
\r
939 TimeTaker timer("Testing floating-point conversion speed");
\r
941 for(u32 i=0; i<4000000; i++){
\r
948 TimeTaker timer("Testing floating-point vector speed");
\r
950 tempv3f1 = v3f(1,2,3);
\r
951 tempv3f2 = v3f(4,5,6);
\r
952 for(u32 i=0; i<10000000; i++){
\r
953 tempf += tempv3f1.dotProduct(tempv3f2);
\r
954 tempv3f2 += v3f(7,8,9);
\r
959 TimeTaker timer("Testing core::map speed");
\r
961 core::map<v2s16, f32> map1;
\r
964 for(s16 y=0; y<ii; y++){
\r
965 for(s16 x=0; x<ii; x++){
\r
966 map1.insert(v2s16(x,y), tempf);
\r
970 for(s16 y=ii-1; y>=0; y--){
\r
971 for(s16 x=0; x<ii; x++){
\r
972 tempf = map1[v2s16(x,y)];
\r
978 dstream<<"Around 5000/ms should do well here."<<std::endl;
\r
979 TimeTaker timer("Testing mutex speed");
\r
992 // Do at least 10ms
\r
993 while(timer.getTime() < 10);
\r
995 u32 dtime = timer.stop();
\r
996 u32 per_ms = n / dtime;
\r
997 std::cout<<"Done. "<<dtime<<"ms, "
\r
998 <<per_ms<<"/ms"<<std::endl;
\r
1002 void drawMenuBackground(video::IVideoDriver* driver)
\r
1004 core::dimension2d<u32> screensize = driver->getScreenSize();
\r
1006 video::ITexture *bgtexture =
\r
1007 driver->getTexture(getTexturePath("mud.png").c_str());
\r
1010 s32 texturesize = 128;
\r
1011 s32 tiled_y = screensize.Height / texturesize + 1;
\r
1012 s32 tiled_x = screensize.Width / texturesize + 1;
\r
1014 for(s32 y=0; y<tiled_y; y++)
\r
1015 for(s32 x=0; x<tiled_x; x++)
\r
1017 core::rect<s32> rect(0,0,texturesize,texturesize);
\r
1018 rect += v2s32(x*texturesize, y*texturesize);
\r
1019 driver->draw2DImage(bgtexture, rect,
\r
1020 core::rect<s32>(core::position2d<s32>(0,0),
\r
1021 core::dimension2di(bgtexture->getSize())),
\r
1022 NULL, NULL, true);
\r
1026 video::ITexture *logotexture =
\r
1027 driver->getTexture(getTexturePath("menulogo.png").c_str());
\r
1030 v2s32 logosize(logotexture->getOriginalSize().Width,
\r
1031 logotexture->getOriginalSize().Height);
\r
1034 video::SColor bgcolor(255,50,50,50);
\r
1035 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
\r
1036 screensize.Width, screensize.Height);
\r
1037 driver->draw2DRectangle(bgcolor, bgrect, NULL);
\r
1039 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
\r
1040 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
\r
1041 rect -= v2s32(logosize.X/2, 0);
\r
1042 driver->draw2DImage(logotexture, rect,
\r
1043 core::rect<s32>(core::position2d<s32>(0,0),
\r
1044 core::dimension2di(logotexture->getSize())),
\r
1045 NULL, NULL, true);
\r
1049 int main(int argc, char *argv[])
\r
1055 // Set locale. This is for forcing '.' as the decimal point.
\r
1056 std::locale::global(std::locale("C"));
\r
1057 // This enables printing all characters in bitmap font
\r
1058 setlocale(LC_CTYPE, "en_US");
\r
1061 Parse command line
\r
1064 // List all allowed options
\r
1065 core::map<std::string, ValueSpec> allowed_options;
\r
1066 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
\r
1067 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
\r
1068 "Run server directly"));
\r
1069 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
\r
1070 "Load configuration from specified file"));
\r
1071 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
\r
1072 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
\r
1073 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
\r
1074 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1075 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1076 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
\r
1078 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
\r
1080 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
\r
1082 Settings cmd_args;
\r
1084 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
\r
1086 if(ret == false || cmd_args.getFlag("help"))
\r
1088 dstream<<"Allowed options:"<<std::endl;
\r
1089 for(core::map<std::string, ValueSpec>::Iterator
\r
1090 i = allowed_options.getIterator();
\r
1091 i.atEnd() == false; i++)
\r
1093 dstream<<" --"<<i.getNode()->getKey();
\r
1094 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
\r
1099 dstream<<" <value>";
\r
1101 dstream<<std::endl;
\r
1103 if(i.getNode()->getValue().help != NULL)
\r
1105 dstream<<" "<<i.getNode()->getValue().help
\r
1110 return cmd_args.getFlag("help") ? 0 : 1;
\r
1114 Low-level initialization
\r
1117 bool disable_stderr = false;
\r
1119 if(cmd_args.getFlag("dstream-on-stderr") == false)
\r
1120 disable_stderr = true;
\r
1123 porting::signal_handler_init();
\r
1124 bool &kill = *porting::signal_handler_killstatus();
\r
1126 // Initialize porting::path_data and porting::path_userdata
\r
1127 porting::initializePaths();
\r
1129 // Initialize debug streams
\r
1130 #ifdef RUN_IN_PLACE
\r
1131 std::string debugfile = DEBUGFILE;
\r
1133 std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
\r
1135 debugstreams_init(disable_stderr, debugfile.c_str());
\r
1136 // Initialize debug stacks
\r
1137 debug_stacks_init();
\r
1139 DSTACK(__FUNCTION_NAME);
\r
1141 // Create user data directory
\r
1142 fs::CreateDir(porting::path_userdata);
\r
1144 // Init material properties table
\r
1145 //initializeMaterialProperties();
\r
1148 BEGIN_DEBUG_EXCEPTION_HANDLER
\r
1150 // Print startup message
\r
1151 dstream<<DTIME<<"minetest-c55"
\r
1152 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
1153 <<", "<<BUILD_INFO
\r
1157 Basic initialization
\r
1160 // Initialize default settings
\r
1161 set_default_settings();
\r
1163 // Initialize sockets
\r
1165 atexit(sockets_cleanup);
\r
1171 // Path of configuration file in use
\r
1172 std::string configpath = "";
\r
1174 if(cmd_args.exists("config"))
\r
1176 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
\r
1179 dstream<<"Could not read configuration from \""
\r
1180 <<cmd_args.get("config")<<"\""<<std::endl;
\r
1183 configpath = cmd_args.get("config");
\r
1187 core::array<std::string> filenames;
\r
1188 filenames.push_back(porting::path_userdata + "/minetest.conf");
\r
1189 #ifdef RUN_IN_PLACE
\r
1190 filenames.push_back(porting::path_userdata + "/../minetest.conf");
\r
1193 for(u32 i=0; i<filenames.size(); i++)
\r
1195 bool r = g_settings.readConfigFile(filenames[i].c_str());
\r
1198 configpath = filenames[i];
\r
1203 // If no path found, use the first one (menu creates the file)
\r
1204 if(configpath == "")
\r
1205 configpath = filenames[0];
\r
1208 // Initialize random seed
\r
1213 Pre-initialize some stuff with a dummy irrlicht wrapper.
\r
1215 These are needed for unit tests at least.
\r
1218 // Initial call with g_texturesource not set.
\r
1225 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
\r
1226 || cmd_args.getFlag("enable-unittests") == true)
\r
1231 /*for(s16 y=-100; y<100; y++)
\r
1232 for(s16 x=-100; x<100; x++)
\r
1234 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
\r
1244 if(cmd_args.exists("port"))
\r
1245 port = cmd_args.getU16("port");
\r
1246 else if(g_settings.exists("port"))
\r
1247 port = g_settings.getU16("port");
\r
1252 std::string map_dir = porting::path_userdata+"/world";
\r
1253 if(cmd_args.exists("map-dir"))
\r
1254 map_dir = cmd_args.get("map-dir");
\r
1255 else if(g_settings.exists("map-dir"))
\r
1256 map_dir = g_settings.get("map-dir");
\r
1258 // Run dedicated server if asked to
\r
1259 if(cmd_args.getFlag("server"))
\r
1261 DSTACK("Dedicated server branch");
\r
1263 // Create time getter
\r
1264 g_timegetter = new SimpleTimeGetter();
\r
1267 Server server(map_dir.c_str());
\r
1268 server.start(port);
\r
1271 dedicated_server_loop(server, kill);
\r
1281 // Address to connect to
\r
1282 std::string address = "";
\r
1284 if(cmd_args.exists("address"))
\r
1286 address = cmd_args.get("address");
\r
1290 address = g_settings.get("address");
\r
1293 std::string playername = g_settings.get("name");
\r
1296 Device initialization
\r
1299 // Resolution selection
\r
1301 bool fullscreen = false;
\r
1302 u16 screenW = g_settings.getU16("screenW");
\r
1303 u16 screenH = g_settings.getU16("screenH");
\r
1305 // Determine driver
\r
1307 video::E_DRIVER_TYPE driverType;
\r
1309 std::string driverstring = g_settings.get("video_driver");
\r
1311 if(driverstring == "null")
\r
1312 driverType = video::EDT_NULL;
\r
1313 else if(driverstring == "software")
\r
1314 driverType = video::EDT_SOFTWARE;
\r
1315 else if(driverstring == "burningsvideo")
\r
1316 driverType = video::EDT_BURNINGSVIDEO;
\r
1317 else if(driverstring == "direct3d8")
\r
1318 driverType = video::EDT_DIRECT3D8;
\r
1319 else if(driverstring == "direct3d9")
\r
1320 driverType = video::EDT_DIRECT3D9;
\r
1321 else if(driverstring == "opengl")
\r
1322 driverType = video::EDT_OPENGL;
\r
1325 dstream<<"WARNING: Invalid video_driver specified; defaulting "
\r
1326 "to opengl"<<std::endl;
\r
1327 driverType = video::EDT_OPENGL;
\r
1331 Create device and exit if creation failed
\r
1334 MyEventReceiver receiver;
\r
1336 IrrlichtDevice *device;
\r
1337 device = createDevice(driverType,
\r
1338 core::dimension2d<u32>(screenW, screenH),
\r
1339 16, fullscreen, false, false, &receiver);
\r
1342 return 1; // could not create selected driver.
\r
1344 // Set device in game parameters
\r
1347 // Create time getter
\r
1348 g_timegetter = new IrrlichtTimeGetter(device);
\r
1350 // Create game callback for menus
\r
1351 g_gamecallback = new MainGameCallback(device);
\r
1353 // Create texture source
\r
1354 g_texturesource = new TextureSource(device);
\r
1357 Speed tests (done after irrlicht is loaded to get timer)
\r
1359 if(cmd_args.getFlag("speedtests"))
\r
1361 dstream<<"Running speed tests"<<std::endl;
\r
1366 device->setResizable(true);
\r
1368 bool random_input = g_settings.getBool("random_input")
\r
1369 || cmd_args.getFlag("random-input");
\r
1370 InputHandler *input = NULL;
\r
1372 input = new RandomInputHandler();
\r
1374 input = new RealInputHandler(device, &receiver);
\r
1377 Continue initialization
\r
1380 //video::IVideoDriver* driver = device->getVideoDriver();
\r
1383 This changes the minimum allowed number of vertices in a VBO.
\r
1386 //driver->setMinHardwareBufferVertexCount(50);
\r
1388 scene::ISceneManager* smgr = device->getSceneManager();
\r
1390 guienv = device->getGUIEnvironment();
\r
1391 gui::IGUISkin* skin = guienv->getSkin();
\r
1392 gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
\r
1394 skin->setFont(font);
\r
1396 dstream<<"WARNING: Font file was not found."
\r
1397 " Using default font."<<std::endl;
\r
1398 // If font was not found, this will get us one
\r
1399 font = skin->getFont();
\r
1402 u32 text_height = font->getDimension(L"Hello, world!").Height;
\r
1403 dstream<<"text_height="<<text_height<<std::endl;
\r
1405 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1406 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1407 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1408 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1409 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1410 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1413 Preload some textures and stuff
\r
1416 init_mapnode(); // Second call with g_texturesource set
\r
1424 If an error occurs, this is set to something and the
\r
1425 menu-game loop is restarted. It is then displayed before
\r
1428 std::wstring error_message = L"";
\r
1430 // The password entered during the menu screen,
\r
1431 std::string password;
\r
1436 while(device->run() && kill == false)
\r
1439 // This is used for catching disconnects
\r
1444 Clear everything from the GUIEnvironment
\r
1449 We need some kind of a root node to be able to add
\r
1450 custom gui elements directly on the screen.
\r
1451 Otherwise they won't be automatically drawn.
\r
1453 guiroot = guienv->addStaticText(L"",
\r
1454 core::rect<s32>(0, 0, 10000, 10000));
\r
1457 Out-of-game menu loop.
\r
1459 Loop quits when menu returns proper parameters.
\r
1461 while(kill == false)
\r
1463 // Cursor can be non-visible when coming from the game
\r
1464 device->getCursorControl()->setVisible(true);
\r
1465 // Some stuff are left to scene manager when coming from the game
\r
1466 // (map at least?)
\r
1468 // Reset or hide the debug gui texts
\r
1469 /*guitext->setText(L"Minetest-c55");
\r
1470 guitext2->setVisible(false);
\r
1471 guitext_info->setVisible(false);
\r
1472 guitext_chat->setVisible(false);*/
\r
1474 // Initialize menu data
\r
1475 MainMenuData menudata;
\r
1476 menudata.address = narrow_to_wide(address);
\r
1477 menudata.name = narrow_to_wide(playername);
\r
1478 menudata.port = narrow_to_wide(itos(port));
\r
1479 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
\r
1480 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
\r
1481 menudata.creative_mode = g_settings.getBool("creative_mode");
\r
1482 menudata.enable_damage = g_settings.getBool("enable_damage");
\r
1484 GUIMainMenu *menu =
\r
1485 new GUIMainMenu(guienv, guiroot, -1,
\r
1486 &g_menumgr, &menudata, g_gamecallback);
\r
1487 menu->allowFocusRemoval(true);
\r
1489 if(error_message != L"")
\r
1491 dstream<<"WARNING: error_message = "
\r
1492 <<wide_to_narrow(error_message)<<std::endl;
\r
1494 GUIMessageMenu *menu2 =
\r
1495 new GUIMessageMenu(guienv, guiroot, -1,
\r
1496 &g_menumgr, error_message.c_str());
\r
1498 error_message = L"";
\r
1501 video::IVideoDriver* driver = device->getVideoDriver();
\r
1503 dstream<<"Created main menu"<<std::endl;
\r
1505 while(device->run() && kill == false)
\r
1507 if(menu->getStatus() == true)
\r
1510 //driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1511 driver->beginScene(true, true, video::SColor(255,128,128,128));
\r
1513 drawMenuBackground(driver);
\r
1515 guienv->drawAll();
\r
1517 driver->endScene();
\r
1519 // On some computers framerate doesn't seem to be
\r
1520 // automatically limited
\r
1524 // Break out of menu-game loop to shut down cleanly
\r
1525 if(device->run() == false || kill == true)
\r
1528 dstream<<"Dropping main menu"<<std::endl;
\r
1532 // Delete map if requested
\r
1533 if(menudata.delete_map)
\r
1535 bool r = fs::RecursiveDeleteContent(map_dir);
\r
1537 error_message = L"Delete failed";
\r
1541 playername = wide_to_narrow(menudata.name);
\r
1543 password = translatePassword(playername, menudata.password);
\r
1545 address = wide_to_narrow(menudata.address);
\r
1546 int newport = stoi(wide_to_narrow(menudata.port));
\r
1549 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
\r
1550 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
\r
1551 g_settings.set("creative_mode", itos(menudata.creative_mode));
\r
1552 g_settings.set("enable_damage", itos(menudata.enable_damage));
\r
1554 // NOTE: These are now checked server side; no need to do it
\r
1555 // here, so let's not do it here.
\r
1556 /*// Check for valid parameters, restart menu if invalid.
\r
1557 if(playername == "")
\r
1559 error_message = L"Name required.";
\r
1562 // Check that name has only valid chars
\r
1563 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
\r
1565 error_message = L"Characters allowed: "
\r
1566 +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
\r
1571 g_settings.set("name", playername);
\r
1572 g_settings.set("address", address);
\r
1573 g_settings.set("port", itos(port));
\r
1574 // Update configuration file
\r
1575 if(configpath != "")
\r
1576 g_settings.updateConfigFile(configpath.c_str());
\r
1578 // Continue to game
\r
1582 // Break out of menu-game loop to shut down cleanly
\r
1583 if(device->run() == false)
\r
1586 // Initialize mapnode again to enable changed graphics settings
\r
1607 catch(con::PeerNotFoundException &e)
\r
1609 dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
\r
1610 error_message = L"Connection error (timed out?)";
\r
1612 catch(SocketException &e)
\r
1614 dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
\r
1615 error_message = L"Socket error (port already in use?)";
\r
1618 catch(std::exception &e)
\r
1620 std::string narrow_message = "Some exception, what()=\"";
\r
1621 narrow_message += e.what();
\r
1622 narrow_message += "\"";
\r
1623 dstream<<DTIME<<narrow_message<<std::endl;
\r
1624 error_message = narrow_to_wide(narrow_message);
\r
1628 } // Menu-game loop
\r
1633 In the end, delete the Irrlicht device.
\r
1637 END_DEBUG_EXCEPTION_HANDLER
\r
1639 debugstreams_deinit();
\r